#include "bot_common.h" // Begin attacking void AttackState::OnEnter(CCSBot *me) { CBasePlayer *enemy = me->GetEnemy(); // store our posture when the attack began me->PushPostureContext(); me->DestroyPath(); // if we are using a knife, try to sneak up on the enemy if (enemy != NULL && me->IsUsingKnife() && !me->IsPlayerFacingMe(enemy)) me->Walk(); else me->Run(); me->GetOffLadder(); me->ResetStuckMonitor(); m_repathTimer.Invalidate(); m_haveSeenEnemy = me->IsEnemyVisible(); m_nextDodgeStateTimestamp = 0.0f; m_firstDodge = true; m_isEnemyHidden = false; m_reacquireTimestamp = 0.0f; m_pinnedDownTimestamp = gpGlobals->time + RANDOM_FLOAT(7.0f, 10.0f); m_shieldToggleTimestamp = gpGlobals->time + RANDOM_FLOAT(2.0f, 10.0f); m_shieldForceOpen = false; // if we encountered someone while escaping, grab our weapon and fight! if (me->IsEscapingFromBomb()) me->EquipBestWeapon(); if (me->IsUsingKnife()) { // can't crouch and hold with a knife m_crouchAndHold = false; me->StandUp(); } else { // decide whether to crouch where we are, or run and gun (if we havent already - see CCSBot::Attack()) if (!m_crouchAndHold) { if (enemy != NULL) { const float crouchFarRange = 750.0f; float crouchChance; // more likely to crouch if using sniper rifle or if enemy is far away if (me->IsUsingSniperRifle()) crouchChance = 50.0f; else if ((me->pev->origin - enemy->pev->origin).IsLengthGreaterThan(crouchFarRange)) crouchChance = 50.0f; else crouchChance = 20.0f * (1.0f - me->GetProfile()->GetAggression()); if (RANDOM_FLOAT(0.0f, 100.0f) < crouchChance) { // make sure we can still see if we crouch TraceResult result; Vector origin = me->pev->origin; if (!me->IsCrouching()) { // we are standing, adjust for lower crouch origin origin.z -= 20.0f; } UTIL_TraceLine(origin, enemy->EyePosition(), ignore_monsters, ignore_glass, ENT(me->pev), &result); if (result.flFraction == 1.0f) { m_crouchAndHold = true; } } } } if (m_crouchAndHold) { me->Crouch(); me->PrintIfWatched("Crouch and hold attack!\n"); } } m_scopeTimestamp = 0; m_didAmbushCheck = false; float skill = me->GetProfile()->GetSkill(); // tendency to dodge is proportional to skill float dodgeChance = 80.0f * skill; if (me->IsUsingKnife()) { dodgeChance *= 2.0f; } // high skill bots always dodge if outnumbered, or they see a sniper if (skill > 0.5f && me->IsOutnumbered()) { dodgeChance = 100.0f; } m_dodge = (RANDOM_FLOAT(0.0f, 100.0f) < dodgeChance) != 0; // decide whether we might bail out of this fight m_isCoward = (RANDOM_FLOAT(0.0f, 100.0f) > 100.0f * me->GetProfile()->GetAggression()); } void AttackState::StopAttacking(CCSBot *me) { if (me->m_task == CCSBot::SNIPING) { // stay in our hiding spot me->Hide(me->GetLastKnownArea(), -1.0f, 50.0f); } else { me->StopAttacking(); } } // Perform attack behavior void AttackState::OnUpdate(CCSBot *me) { // can't be stuck while attacking me->ResetStuckMonitor(); me->StopRapidFire(); CBasePlayerWeapon *weapon = me->GetActiveWeapon(); #if 0 if (weapon != NULL) { if (weapon->m_iId == WEAPON_C4 || weapon->m_iId == WEAPON_HEGRENADE || weapon->m_iId == WEAPON_FLASHBANG || weapon->m_iId == WEAPON_SMOKEGRENADE) { me->EquipBestWeapon(); } } #endif CBasePlayer *enemy = me->GetEnemy(); if (enemy == NULL) { StopAttacking(me); return; } // keep track of whether we have seen our enemy at least once yet if (!m_haveSeenEnemy) m_haveSeenEnemy = me->IsEnemyVisible(); // Retreat check // Do not retreat if the enemy is too close if (m_retreatTimer.IsElapsed()) { // If we've been fighting this battle for awhile, we're "pinned down" and // need to do something else. // If we are outnumbered, retreat. bool isPinnedDown = (gpGlobals->time > m_pinnedDownTimestamp); if (isPinnedDown || (me->IsOutnumbered() && m_isCoward) || (me->OutnumberedCount() >= 2 && me->GetProfile()->GetAggression() < 1.0f)) { // tell our teammates our plight if (isPinnedDown) me->GetChatter()->PinnedDown(); else me->GetChatter()->Scared(); m_retreatTimer.Start(RANDOM_FLOAT(3.0f, 15.0f)); // try to retreat if (me->TryToRetreat()) { // if we are a sniper, equip our pistol so we can fire while retreating if (me->IsUsingSniperRifle()) { me->EquipPistol(); } } else { me->PrintIfWatched("I want to retreat, but no safe spots nearby!\n"); } } } // Knife fighting // We need to pathfind right to the enemy to cut him if (me->IsUsingKnife()) { // can't crouch and hold with a knife m_crouchAndHold = false; me->StandUp(); // if we are using a knife and our prey is looking towards us, run at him if (me->IsPlayerFacingMe(enemy)) { me->ForceRun(5.0f); me->Hurry(10.0f); } else { me->Walk(); } // slash our victim me->FireWeaponAtEnemy(); // if our victim has moved, repath bool repath = false; if (me->HasPath()) { const float repathRange = 100.0f; if ((me->GetPathEndpoint() - enemy->pev->origin).IsLengthGreaterThan(repathRange)) { repath = true; } } else { repath = true; } if (repath && m_repathTimer.IsElapsed()) { me->ComputePath(TheNavAreaGrid.GetNearestNavArea(&enemy->pev->origin), &enemy->pev->origin, FASTEST_ROUTE); const float repathInterval = 0.5f; m_repathTimer.Start(repathInterval); } // move towards victim if (me->UpdatePathMovement(NO_SPEED_CHANGE) != CCSBot::PROGRESSING) { me->DestroyPath(); } return; } #if 0 // Simple shield usage if (me->HasShield()) { if (me->IsEnemyVisible() && !m_shieldForceOpen) { if (!me->IsRecognizedEnemyReloading() && !me->IsReloading() && me->IsPlayerLookingAtMe(enemy)) { // close up - enemy is pointing his gun at us if (!me->IsProtectedByShield()) me->SecondaryAttack(); } else { // enemy looking away or reloading his weapon - open up and shoot him if (me->IsProtectedByShield()) me->SecondaryAttack(); } } else { // can't see enemy, open up if (me->IsProtectedByShield()) me->SecondaryAttack(); } if (gpGlobals->time > m_shieldToggleTimestamp) { m_shieldToggleTimestamp = gpGlobals->time + RANDOM_FLOAT(0.5, 2.0f); // toggle shield force open m_shieldForceOpen = !m_shieldForceOpen; } } #endif // check if our weapon range is bad and we should switch to pistol if (me->IsUsingSniperRifle()) { // if we have a sniper rifle and our enemy is too close, switch to pistol // NOTE: Must be larger than NO_ZOOM range in AdjustZoom() const float sniperMinRange = 310.0f; if ((enemy->pev->origin - me->pev->origin).IsLengthLessThan(sniperMinRange)) me->EquipPistol(); } else if (me->IsUsingShotgun()) { // if we have a shotgun equipped and enemy is too far away, switch to pistol const float shotgunMaxRange = 1000.0f; if ((enemy->pev->origin - me->pev->origin).IsLengthGreaterThan(shotgunMaxRange)) me->EquipPistol(); } // if we're sniping, look through the scope - need to do this here in case a reload resets our scope if (me->IsUsingSniperRifle()) { // for Scouts and AWPs, we need to wait for zoom to resume // if (me->m_bResumeZoom) { m_scopeTimestamp = gpGlobals->time; return; } Vector toAimSpot3D = me->m_aimSpot - me->pev->origin; float targetRange = toAimSpot3D.Length(); // dont adjust zoom level if we're already zoomed in - just fire if (me->GetZoomLevel() == CCSBot::NO_ZOOM && me->AdjustZoom(targetRange)) m_scopeTimestamp = gpGlobals->time; const float waitScopeTime = 0.2f + me->GetProfile()->GetReactionTime(); if (gpGlobals->time - m_scopeTimestamp < waitScopeTime) { // force us to wait until zoomed in before firing return; } } // see if we "notice" that our prey is dead if (me->IsAwareOfEnemyDeath()) { // let team know if we killed the last enemy if (me->GetLastVictimID() == enemy->entindex() && me->GetNearbyEnemyCount() <= 1) { me->GetChatter()->KilledMyEnemy(enemy->entindex()); } StopAttacking(me); return; } float notSeenEnemyTime = gpGlobals->time - me->GetLastSawEnemyTimestamp(); // if we haven't seen our enemy for a moment, continue on if we dont want to fight, or decide to ambush if we do if (!me->IsEnemyVisible()) { // attend to nearby enemy gunfire if (notSeenEnemyTime > 0.5f && me->CanHearNearbyEnemyGunfire()) { // give up the attack, since we didn't want it in the first place StopAttacking(me); me->SetLookAt("Nearby enemy gunfire", me->GetNoisePosition(), PRIORITY_HIGH, 0.0f); me->PrintIfWatched("Checking nearby threatening enemy gunfire!\n"); return; } // check if we have lost track of our enemy during combat if (notSeenEnemyTime > 0.25f) { m_isEnemyHidden = true; } if (notSeenEnemyTime > 0.1f) { if (me->GetDisposition() == CCSBot::ENGAGE_AND_INVESTIGATE) { // decide whether we should hide and "ambush" our enemy if (m_haveSeenEnemy && !m_didAmbushCheck) { const float hideChance = 33.3f; if (RANDOM_FLOAT(0.0, 100.0f) < hideChance) { float ambushTime = RANDOM_FLOAT(3.0f, 15.0f); // hide in ambush nearby // TODO: look towards where we know enemy is const Vector *spot = FindNearbyRetreatSpot(me, 200.0f); if (spot != NULL) { me->IgnoreEnemies(1.0f); me->Run(); me->StandUp(); me->Hide(spot, ambushTime, true); return; } } // don't check again m_didAmbushCheck = true; } } else { // give up the attack, since we didn't want it in the first place StopAttacking(me); return; } } } else { // we can see the enemy again - reset our ambush check m_didAmbushCheck = false; // if the enemy is coming out of hiding, we need time to react if (m_isEnemyHidden) { m_reacquireTimestamp = gpGlobals->time + me->GetProfile()->GetReactionTime(); m_isEnemyHidden = false; } } // if we haven't seen our enemy for a long time, chase after them float chaseTime = 2.0f + 2.0f * (1.0f - me->GetProfile()->GetAggression()); // if we are sniping, be very patient if (me->IsUsingSniperRifle()) chaseTime += 3.0f; // if we are crouching, be a little patient else if (me->IsCrouching()) chaseTime += 1.0f; // if we can't see the enemy, and have either seen him but currently lost sight of him, // or haven't yet seen him, chase after him (unless we are a sniper) if (!me->IsEnemyVisible() && (notSeenEnemyTime > chaseTime || !m_haveSeenEnemy)) { // snipers don't chase their prey - they wait for their prey to come to them if (me->GetTask() == CCSBot::SNIPING) { StopAttacking(me); return; } else { // move to last known position of enemy me->SetTask(CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION, enemy); me->MoveTo(&me->GetLastKnownEnemyPosition()); return; } } // if we can't see our enemy at the moment, and were shot by // a different visible enemy, engage them instead const float hurtRecentlyTime = 3.0f; if (!me->IsEnemyVisible() && me->GetTimeSinceAttacked() < hurtRecentlyTime && me->GetAttacker() != NULL && me->GetAttacker() != me->GetEnemy()) { // if we can see them, attack, otherwise panic if (me->IsVisible(me->GetAttacker(), CHECK_FOV)) { me->Attack(me->GetAttacker()); me->PrintIfWatched("Switching targets to retaliate against new attacker!\n"); } return; } if (gpGlobals->time > m_reacquireTimestamp) me->FireWeaponAtEnemy(); // do dodge behavior // If sniping or crouching, stand still. if (m_dodge && !me->IsUsingSniperRifle() && !m_crouchAndHold) { Vector toEnemy = enemy->pev->origin - me->pev->origin; float range = toEnemy.Length2D(); const float hysterisRange = 125.0f; // (+/-) m_combatRange float minRange = me->GetCombatRange() - hysterisRange; float maxRange = me->GetCombatRange() + hysterisRange; // move towards (or away from) enemy if we are using a knife, behind a corner, or we aren't very skilled if (me->GetProfile()->GetSkill() < 0.66f || !me->IsEnemyVisible()) { if (range > maxRange) me->MoveForward(); else if (range < minRange) me->MoveBackward(); } // don't dodge if enemy is facing away const float dodgeRange = 2000.0f; if (range > dodgeRange || !me->IsPlayerFacingMe(enemy)) { m_dodgeState = STEADY_ON; m_nextDodgeStateTimestamp = 0.0f; } else if (gpGlobals->time >= m_nextDodgeStateTimestamp) { int next; // select next dodge state that is different that our current one do { // high-skill bots may jump when first engaging the enemy (if they are moving) const float jumpChance = 33.3f; if (m_firstDodge && me->GetProfile()->GetSkill() > 0.5f && RANDOM_FLOAT(0, 100) < jumpChance && !me->IsNotMoving()) next = RANDOM_LONG(0, NUM_ATTACK_STATES - 1); else next = RANDOM_LONG(0, NUM_ATTACK_STATES - 2); } while (!m_firstDodge && next == m_dodgeState); m_dodgeState = (DodgeStateType)next; m_nextDodgeStateTimestamp = gpGlobals->time + RANDOM_FLOAT(0.3f, 1.0f); m_firstDodge = false; } switch (m_dodgeState) { case STEADY_ON: { break; } case SLIDE_LEFT: { me->StrafeLeft(); break; } case SLIDE_RIGHT: { me->StrafeRight(); break; } case JUMP: { if (me->m_isEnemyVisible) { me->Jump(); } break; } } } } // Finish attack void AttackState::OnExit(CCSBot *me) { me->PrintIfWatched("AttackState:OnExit()\n"); m_crouchAndHold = false; // clear any noises we heard during battle me->ForgetNoise(); me->ResetStuckMonitor(); // resume our original posture me->PopPostureContext(); // put shield away // if (me->IsProtectedByShield()) // me->SecondaryAttack(); me->StopRapidFire(); me->ClearSurpriseDelay(); }